Depends on the collision detection method you are using. Ellisoid collision detection isn't suitable to push an entity out of an existing collision, i.e. if you don't prevent the door from moving into the player, the ellisoid detection won't be able to move the player out of this collision. However, the spherical collision detection can do this. So a rough idea is to move the door one step and then apply a spherical collision detection to the player with a translation of (0,0,0). The door has to be set to the proper collision mode of course. However, this might press the player into other geometry. I had the same problem in a game of mine. I simply reverted to keeping the doors open as long as the player is near. It's much less hassle that way.